Ejemplo n.º 1
0
 // Start is called before the first frame update
 void Start()
 {
     controller = GetComponent <EnemyFunctions>();
     corePos    = GameObject.Find("Core").transform;
     targetPos  = null;
     aiState    = AiStates.GoToAndAttackCore;
 }
Ejemplo n.º 2
0
 protected virtual void setUpBPandFUNCS()
 {
     bp    = new EnemyBulletPatterns(trans);
     funcs = new EnemyFunctions(trans);
     shootingCoroutines = new Coroutine[bp.getCount()];
     functionCoroutines = new Coroutine[funcs.getCount()];
 }
 public void EnemyStart()
 {
     foreach (Transform enemy in gameObject.transform)
     {
         EnemyFunctions tempenemy = enemy.gameObject.GetComponent <EnemyFunctions>();
         tempenemy.EnemyPrepare();
     }
 }
Ejemplo n.º 4
0
    // Update is called once per frame
    void Update()
    {
        if (!CanFire())
        {
            return;
        }

        Vector3 direction = (target.position - transform.position).normalized;

        if (EnemyFunctions.CanSeeTarget(transform, target, "Player", maxRange))//  CanSeeTarget())
        {
            gun.Fire(direction);
            timeSinceFiring = 0.0f;
        }
    }
Ejemplo n.º 5
0
 // Update is called once per frame
 protected override void Update()
 {
     if (EnemyFunctions.CanSeeTarget(transform, chaseTarget, "Player", 100))
     {
         destination = chaseTarget.position;
     }
     else
     {
         Vector2 moveDirection = agent.velocity.normalized;
         if (moveDirection == Vector2.zero || agent.pathStatus == UnityEngine.AI.NavMeshPathStatus.PathInvalid)
         {
             destination = EnemyFunctions.RandomNavSphere(transform.position, maxRoamRange, -1);
         }
     }
     base.Update();
 }
    public IEnumerator ProceedEnemyActions()
    {
        //foreach(GameObject enemy in enemyList)
        //{
        //    enemy.GetComponent<BasicEnemy>().EnemyAct();
        //    yield return new WaitForSeconds(.2f);
        //}

        foreach (Transform enemy in enemyHolder.transform)
        {
            //enemy.gameObject.GetComponent<EnemyActionsLogic>().EnemyAct();
            //yield return new WaitForSeconds(.5f);
            EnemyFunctions enemyFunctions = enemy.gameObject.GetComponent <EnemyFunctions>();
            enemyFunctions.EnemyAct();
            yield return(new WaitForSeconds(.5f));
        }

        //player.GetComponent<BaseUnitFunctions>().RemoveBlock();
        Debug.Log("Losing block");
        yield return(new WaitForSeconds(1f));

        //delegate for startTurn Event
        d_StartTurn();
    }